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  • Some Assembly Required: Can Darkfall and The Repopulation end the sandbox drought?

    by 
    Jef Reahard
    Jef Reahard
    04.13.2012

    It's not often that we use this space for news recaps. Generally MJ and I have a particular topic (or game) in mind for Some Assembly Required's biweekly rotation. This time, though, I figured we should highlight some of the recent goings-on with a couple of pertinent sandbox titles simply because Massively news posts don't offer enough space to expound on anything other than the basics. Join me after the break, then, for a rundown on what's new with Darkfall and The Repopulation.

  • Some Assembly Required: Is The Secret World a sandbox?

    by 
    Jef Reahard
    Jef Reahard
    03.16.2012

    I'm more excited than I thought I would be for The Secret World. After playing it at last week's Game Developer's Conference and getting a preview of the game's crafting system, I think it's safe to say my anticipation went up a few notches. The real-world setting and horror-fantasy elements have always been appealing, but a general lack of info throughout 2011 -- coupled with Funcom's decision to add a cash shop to a subscription game -- conspired to knock The Secret World down a few pegs. Now I'm almost willing to forgive the business model faux pas because it seems like the game will feature significant sandbox elements. Is it a sandbox, though?

  • Some Assembly Required: A look at Vendetta Online

    by 
    Jef Reahard
    Jef Reahard
    02.17.2012

    The setup is pretty familiar. It's an MMO, it takes place entirely in outer space, and your avatar is your spaceship. There's a lot of trading, a lot of missioning, and PvP if you want it -- possibly even if you don't. Crucially, there's freedom to go your own way and precious little hand-holding. It's clearly inspired by Elite, and there's a fair bit of the X series in there as well. Nope, I'm not talking about EVE Online but rather Vendetta Online, an indie sandbox MMORPG that actually has more in common with classic space-trading sims than it does with CCP's New Eden.

  • Some Assembly Required: Salem dev talks permadeath, griefing, and skill-based gameplay

    by 
    Jef Reahard
    Jef Reahard
    02.10.2012

    Hello, sandbox faithful, and welcome to a special interview edition of Some Assembly Required. We recently had a chance to pitch some questions to the team behind Seatribe's upcoming Salem title, and creative director Björn Johannessen was kind enough to answer them. Salem is being advertised by publisher Paradox as "the crafting MMO," but it's also rife with throw-back mechanics including a huge amount of player freedom and a permadeath/punishment system similar to the one in Johannessen's Haven & Hearth.

  • Some Assembly Required: A Mortal Online interview

    by 
    Jef Reahard
    Jef Reahard
    01.27.2012

    I recently had the opportunity to fire off a few questions to Henrik Nystrom, and the Star Vault CEO was kind enough to provide some interesting insights into the firm's Mortal Online fantasy sandbox. Though Mortal is thus far renowned for its full-loot PvP ruleset, it's also got a number of nifty features that you may be unaware of, with more on the way. Join me after the cut for a lengthy discussion of the new Awakening expansion as well as a glimpse into Nave's future.

  • Some Assembly Required: A look at EQII's dungeon maker

    by 
    Jef Reahard
    Jef Reahard
    01.20.2012

    So you're an armchair game designer, eh? Well, EverQuest II invites you to put your money where your mouth is -- at least as it relates to dungeon creation. While Sony Online Entertainment's venerable fantasy title is no stranger to player-generated content given its spectacular player- and guild-housing mechanics, this winter's Age of Discovery expansion upped the ante a little bit in the form of the new dungeon maker toolset. The system is a bit rough around the edges, but it's nonetheless a fantastic first iteration that adds a lot of fun and replay value to an MMO that was already chock-full of both.

  • Some Assembly Required: In defense of player-driven story

    by 
    Jef Reahard
    Jef Reahard
    12.30.2011

    To say that I feel strongly about player-created stories and the MMOs that support them is an understatement of epic proportions, and as such I was disheartened after reading one of Eliot's recent Storyboard columns that pooh-poohed player creativity in favor of dev-driven narrative. I feel that a dissenting viewpoint needs equal time in the Massively spotlight, so join me after the cut for a few reasons why there's no substitute for player-driven stories.

  • Some Assembly Required: One last jump to lightspeed

    by 
    Jef Reahard
    Jef Reahard
    12.16.2011

    Eulogizing Star Wars Galaxies is difficult. In fact, I've written some 2,200 articles since signing on with Massively a couple of years ago, and none of them has come close to being as painful as this particular wall o' text. The fact that I even used the word eulogy in reference to a video game says it all, really. Join me after the cut for as brief a remembrance as I can manage.

  • Some Assembly Required: Happy birthday Perpetuum!

    by 
    Jef Reahard
    Jef Reahard
    11.25.2011

    Welcome back to Some Assembly Required, dear readers. This week marks something of a milestone for Perpetuum, the sci-fi sandbox set in the distant future on a far-flung planet known as Nia. Yes, the mech-based MMORPG has survived its first year (without a free-to-play conversion crutch!), and more than that, it's even grown a little bit. That's no small feat for an indie title in today's overcrowded MMO marketplace, never mind a niche sandbox that's been called a ground-based EVE Online. Join me after the break for a recap of Perpetuum's first 12 months.

  • Some Assembly Required: An early look at Dawntide

    by 
    Jef Reahard
    Jef Reahard
    10.28.2011

    Hey folks, and welcome back to Some Assembly Required. The column's been around for a little bit now, and we've done everything from developer interviews to opinionated rants to sandbox and player-generated content feature spotlights. One thing we haven't done is an impressions piece on new sandbox titles, and I aim to fill that void today with an early look at Dawntide. The title is an open-world fantasy sandbox under development by Working as Intended, an indie outfit that calls Copenhagen, Denmark home. Dawntide has been under construction for quite a while now (we first spoke with the devs way back in the summer of 2009), and after a series of funding and development challenges, the end of the long beta journey is in sight.

  • Some Assembly Required: How to screw up your sandbox

    by 
    Jef Reahard
    Jef Reahard
    09.30.2011

    Between bouts of Global Agenda, Age of Conan, and a stack of single-player games, I've been taking my own advice lately and looking for a new sandbox. The end of Star Wars Galaxies is forcing my hand, and I figured I'd better start now if I don't want to be stuck with nothing to play on December 16th. While there is a veritable ton of different sandboxes to choose from, I must admit to being a bit frustrated with nearly all of them. If it's not one thing, it's another, and most are such glaring deficiencies that I can't help but wonder what was going through the minds of the development teams during the construction process. Join me after the cut for a few things you should consider if you're making an MMORPG sandbox.

  • Some Assembly Required: Is the sandbox dead?

    by 
    Jef Reahard
    Jef Reahard
    09.02.2011

    Let's face it, folks, 2011 has been a fairly bad year for sandbox MMORPGs. Whether we're talking about the premature (and, ahem, forced) demise of Star Wars Galaxies, EVE Online's public relations disasters and its capitulation to the cash-shop-in-a-sub-based game fad, or Earthrise's rough launch, there hasn't been a lot to celebrate for fans of non-linear MMO gameplay in quite a while. I've even had several friends ask me point blank: Is the sandbox dead? The short answer is not just no, but hell no. Join me after the cut for a few bright spots as we look to the future, take stock of the present, and try to forget about the past.

  • Some Assembly Required: Issue #3 -- Building a base with SWG's Storyteller system

    by 
    Jef Reahard
    Jef Reahard
    08.05.2011

    So... yeah, MMO story. It's a giant buzzword nowadays. Funnily enough, MMO story isn't a new concept. Dedicated MMO storytelling tools are quite rare, though, and the means to build story-related set pieces are rarer still. Enter Sony Online Entertainment and its seminal Star Wars Galaxies sandbox. There are many reasons to dig this particular game if you're a fan of player-generated content, but among the most important is the Storyteller system. Yeah, I know SWG is on borrowed time. There's still plenty of time to enjoy it though, and if you're a Star Wars fan, a sandbox fan, and especially a player-generated content fan, you're going to love it. Join me after the cut as I show you how to create your own makeshift starship base, complete with starfreighters, starfighters, Rebel pilots, and even a few Wookiee commandos thrown in for good measure. Oh yeah, this is all in the live game-world too. No instancing here. %Gallery-129431%

  • Some Assembly Required: Issue #1

    by 
    Jef Reahard
    Jef Reahard
    07.08.2011

    Hello folks and welcome to the preview issue of Some Assembly Required. Massively has a whole host of MMORPG-specific columns for your perusal, as well as a few general jaunts that veer off the beaten path to examine several different aspects of our crazy hobby. Some Assembly Required falls into this latter category, and every two weeks either myself or MJ Guthrie will be taking you on various deep dives into the world of player-generated content. What's player-generated content? Well that's part of what makes this venture so exciting. Player-generated content is often seen as some sort of nebulous activity exclusive to sandbox games. Others take it to mean roleplay. Still others see it as unrestricted PvP and the metagame machinations surrounding it. For our purposes, player-generated content encompasses all of these as well as anything and everything that showcases the creativity of both individual players and entire communities.